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This systematic literature review addresses strongly on makerspaces in schools. An evaluation of literature about their status-quo shows qualitative and quantitative knowledge gaps in the relatively new field of makerspaces in and used by schools according to infrastructure, funding, and administration. A taxonomy concerning physical existing makerspaces in schools and used by schools including parameters like location, responsibilities, financing, instructors, users, time restrictions, and feasible maker activities is developed. Two different electronic journal databases, Institute of Electrical and Electronics Engineers (IEEE) and ScienceDirect, acted as source for this literature review. Most of this existing literature concentrates on the educational maker activities and only some feature additional information like the physical space, the financing or else. Nonetheless, these rare findings suggest four main categories of real-world makerspaces used for educational pur-poses in schools: External makerspaces, school makerspaces, open makerspaces located in schools, and temporary (Pop-up) makerspaces. Furthermore, we identified the need for investigations on the question of open makerspaces located in schools and the financial and organizational structure to operate them.
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PaperDeveloping a Taxonomy Concerning Physical Existing Makerspaces in and Used by Schools
Developing a Taxonomy Concerning Physical Existing
Makerspaces in and Used by Schools
https://doi.org/10.3991/ijep.v11i2.17021
Nanna Nora Sagbauer (), Martin Ebner
Graz University of Technology, Graz, Austria
nanna.sagbauer@htl-hl.ac.at
AbstractThis systematic literature review addresses strongly on mak-
erspaces in schools. An evaluation of literature about their status-quo shows
qualitative and quantitative knowledge gaps in the relatively new field of mak-
erspaces in and used by schools according to infrastructure, funding, and ad-
ministration. A taxonomy concerning physical existing makerspaces in schools
and used by schools including parameters like location, responsibilities, financ-
ing, instructors, users, time restrictions, and feasible maker activities is de-
veloped. Two different electronic journal databases, Institute of Electrical and
Electronics Engineers (IEEE) and ScienceDirect, acted as source for this litera-
ture review. Most of this existing literature concentrates on the educational
maker activities and only some feature additional information like the physical
space, the financing or else. Nonetheless, these rare findings suggest four main
categories of real-world makerspaces used for educational purposes in schools:
External makerspaces, school makerspaces, open makerspaces located in
schools, and temporary (Pop-up) makerspaces. Furthermore, we identified the
need for investigations on the question of open makerspaces located in schools
and the financial and organizational structure to operate them.
KeywordsMakerspace, literature review, taxonomy, maker education, maker
movement, vocational school, primary school, secondary school
1 Introduction
Literacy used to be the ability to read and write but became so much more during
the last century. When children leave school, they are supposed to have a certain level
of literacy. Holbert wrote in the International Journal of Child-Computer Interaction:
“Making is a literacy—a way of reading the world as a collection of resources and
materials to be composed, repurposed, and rearranged. Making is ‘what if?’ and ‘why
not?’– of positioning oneself as having power of taking responsibility for challenges
and obstacles faced by oneself and one’s community and enacting solutions.” [20]
Schön, Ebner and Kumar stated in 2014 that “Maker students are active learners, with
a high need to explore, to discuss and to share experiences and ideas. […] In general,
the skills of creating and innovating can have a broad impact on students’ lifelong
learning and ultimately for education and society.” [34] The importance of these
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competences was recognized by politics and so making is already emerging in some
curricula [13, 35].
1.1 The maker movement
“The Maker Movement is a technological and creative evolution that has limitless
implications for the world of education.” [30] But how is this evolution implemented
in schools? Do schools have makerspaces where maker education takes place? Is
there a certain equipment which transfers a crafts room in school into a makerspace?
Flores defines that a makerspace “provides access to real materials and tools that
encourage students to tinker, repurpose, up-cycle, take things apart, and put them
back together again.” [14]
Papavlasopoulou et al. assessed the “Maker Movement and its emerging role in
formal and informal education” [30] when they evaluated 43 empirical studies dated
from 2011 to 2014 focusing on the making process and its effect on a successful
learning experience. All but one studies took place in schools and the activities, dura-
tion, age of the participants and used materials were systematically documented.
However, the physical space the makerspace where the activities took place, its
infrastructure and machinery were not considered. Ford and Minshall identified in
their 2019 article “Where and how 3D printing is used in teaching and education” a
lack of literature on 3D printing technologies used in the education system [16]. As
3D printing is a characteristic technology in makerspaces [33] it also shows the need
for further studies on makerspaces in educational contexts.
1.2 Research questions
This systematic literature review addresses strongly on makerspaces in schools.
The main research questions inquire the existence and setup of (physical) makerspac-
es in and used by vocational schools, as well as primary and secondary schools. The
evaluation of the literature shows knowledge gaps, qualitative and quantitative. It is
important to have sufficient data concerning physical setup and infrastructure, finan-
cial support, and organization in the relatively new field of makerspaces in and used
by schools. Successful development and realization of educational makerspaces rely
on a sound scientific base concerning infrastructure, funding, and administrative or-
ganization. Therefore, additional investigation is needed. This work considers the
following points of inquiry:
Infrastructure: Existence, location, and setup of (physical) makerspaces in and used
by vocational schools, as well as primary and secondary schools
Financial structure: Possibilities for funding and economic development of mak-
erspaces in and used by schools
Organizational structure: Administration, accessibilities, responsibilities, instruc-
tors, and user groups of makerspaces in and used by schools
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2 Search Strategy and Selection Criteria
Two different electronic journal databases, Institute of Electrical and Electronics
Engineers (IEEE) and ScienceDirect, acted as source for this literature review to
achieve a very well-defined cross section of literature to outline the topic of mak-
erspaces in and used by schools. These databases were chosen to highlight an engi-
neering context according to a first focus on vocational schools, which had to be ex-
panded on primary and secondary schools due to insufficient literature as an assumed
consequence of a relatively small number of vocational schools. This research in-
cludes reviewed articles published in these databases up to June 1st, 2019. Only pa-
pers written in English were considered. The keywords used for literature extraction
were “makerspace AND school”; “makerspace AND vocational AND education”;
“makerspace AND primary AND education”; “makerspace AND secondary AND
education”.
The databases provided 67 hits (ScienceDirect 53; IEEE 14) whereof 31 proved to
be valid according to the following selection criteria (valid: ScienceDirect 21, IEEE
10; invalid: ScienceDirect 32, IEEE 4). In a first selection all articles lacking educa-
tional context (e.g. medical prothesis research done by a School of Engineering with
no other connection to school or university) where dismissed using only title and
abstract. In a second selection stage the full texts were considered with the inclusion
criteria of makerspace OR maker activity in primary OR secondary OR vocational
school OR university and exclusion criteria of missing context to school AND mak-
erspace (e.g. industrial makerspaces, …).
3 Findings
Out of the 31 valid publications two address only virtual spaces for making activi-
ties like programming [4, 18] which will not be further discussed in this work. 22
papers mention physical makerspaces (actual physical spaces equipped for making
activities). A majority of the presented literature examines the topics of this research
only scarcely as Ferri et al. describe: ”[The makerspace] is outfitted primarily with
laser cutters, 3D printers, woodworking equipment, and other mechanical engineering
focused machines” [2] and mainly documents the making activities. Nonetheless this
information is used to develop a taxonomy concerning physical existing makerspaces
in schools and used by schools. “No two makerspaces are the same. Each one is
unique because it is designed with a specific purpose to serve the individual and
community where it is located.” [29] We truly endorse this statement of Ensign and
Leupold because it proves the difficulty to categorize makerspaces as a whole and still
leads to an approach to classify makerspaces used in a school context with reference
to the location.
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3.1 Taxonomy concerning physical existing makerspaces in schools and used
by schools
The findings of literature suggest four main categories of real-world makerspaces
used for educational purposes in and by schools:
1. External makerspaces
2. School makerspaces
3. Open makerspaces located in schools
4. Temporary (Pop-up) makerspaces
This research defines “external makerspaces” as rooms or spaces outside the
school premises equipped for making activities, like commercial makerspaces, library
makerspaces and similar. These external makerspaces hold the opportunity of cost
since the school does not have to own the machinery and technological knowledge if
trained experts are available. Another benefit of out of school environments is de-
scribed by Dreessen and Schepers in 2019 by being low-stakes (non-evaluative), so
“they provide opportunities for students to play or experiment with science and pur-
sue new ideas or particularly motivating ones when there is interest.” [9] In their work
they write about a workshop in an external (commercial) makerspace where students
and teachers started to realize an artefact which could be finished in class or at home.
Martinich, Lehr et al. described a typical cooperation between a high school and a
professional makerspace accompanied by a university. “Students work in the class-
room on a Keystone Project, and complete fabrication of their ideas at the Tech Shop
facilities. Students receive membership at Tech Shop and guidance on their projects.”
[23]
A hybrid form of external and school makerspace is featured by Compton et al. in
2017. The so called “MakerBus” is a school bus remodeled into a driving makerspace.
Parked on school premises it serves as a temporary school makerspace. [7]
Hira et al. state in 2014 that makerspace inclusion in schools or classroom spaces
“is a new idea that has surfaced in the academic community rather recently” [1].
Their definition of a makerspace is a very inclusive, as they define classroom mak-
erspaces as places for students to come together and make things irrespective of the
materials being used. They depict makerspaces not as the physical space but a type of
learning environment which promotes the development of technological literacy. The
literature suggests quite different concepts for school or even classroom makerspaces
varying from computer labs with additional 3D printers [32] to fully equipped mak-
erspaces with laser cutters, 3D printers, mechanical and electronic tools etc. [15, 20].
In this research school makerspaces are understood very broadly as physical spaces in
a school building or used by schools equipped with the tools necessary for maker
activities. Based on the literature findings a taxonomy concerning physical existing
makerspaces in and used by schools was established as can be seen in Table 1: Tax-
onomy concerning physical existing makerspaces in and used by schools.
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PaperDeveloping a Taxonomy Concerning Physical Existing Makerspaces in and Used by Schools
Table 1. Taxonomy concerning physical existing makerspaces in and used by schools
Makerspace
taxonomy
Location
Responsi-
bility
Funding
Users
Time
re-
strictions
Activities
School
makerspace
Crafts
room
School
School
Students
During
class
Class pro-
jects,
guided
workshops
Class-
room
School
School
Students
During
class
Class pro-
jects,
guided
workshops
School
library
School
School
Students
Opening
hours
Class pro-
jects, private
projects,
guided
workshops
Open
makerspace
located in
school
Extra
physical
space in
school
building
School or
operating
company or
association
School
or oper-
ating
company
or asso-
ciation
Any-
body
Opening
hours
Class pro-
jects, private
projects,
professional
projects,
guided
workshops
External
makerspace
Library
Municipali-
ty
Munici-
pality
Library
users
Opening
hours
Class pro-
jects, private
projects,
professional
projects,
guided
workshops
Universi-
ty
University
Universi-
ty
Stu-
dents,
employ-
ees
Opening
hours
Class pro-
jects, private
projects,
professional
projects,
guided
workshops
Profes-
sional
workshop
Operating
company or
association
Operat-
ing
company
or asso-
ciation
Any-
body
Opening
hours
Class pro-
jects, private
projects,
professional
projects,
guided
workshops
Temporary
(Pop-up)
makerspace
Anywhere
Operating
company or
association
Operat-
ing
company
or asso-
ciation,
anybody
Any-
body
Opening
hours
Class pro-
jects, private
projects,
professional
projects,
guided
workshops
Six of nine identified publications on school makerspaces did not specify the phys-
ical space where the making activity took place but concentrated on other aspects [1,
6, 13, 16, 21, 35]. Chu et al. considered the “Maker experience in a formal education-
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al context”[6] as very complex regarding institutional structures, environmental fac-
tors and social dynamics whereas Hsu in her work on tourism education described the
role of lecturers in makerspace education with the words “co-creators of knowledge
alongside students”[21]. Some elementary and secondary schools in Canada have
developed makerspaces which are usually located in classrooms or school libraries
[29]. Sweden is currently running a large-scale national testbed on makerspaces in
schools. More than 30 formal actors are involved and explore the idea of recasting
school´s craft environments into makerspaces [13]. Technology Comprehension is the
name of a new subject in Denmark´s curricula with a very strong makerspace affilia-
tion. It includes “computing skills, design and development of a digital solutions and
the evaluation of these solutions, including a socio-political context” [35] but does not
define the physical teaching space. Saorín et al. name makerspaces of the High School
of Sierra Vista de La Puente, in California, and of the high school of Monticello, in
Charlottesville, Virginia, but do not to give further information to answer the research
questions in detail. They state that these makerspaces “contribute to the decrease of
school absenteeism and the improvement in the performance of subjects such as
mathematics or the fostering of a greater interest in Science and Engineering de-
grees.” [33] Further they present the 2008 launched project “FabLab@School” by
Stanford University which started the building of makerspaces in primary and sec-
ondary schools with the example of MC2STEM High School of Ohio and a project
called “MakerSpace” with funding of DARPA (Defense Advanced Research Projects
Agency).
This was the only information on the funding of all discussed maker spaces.
Though, Hira et al. stated the cost, including additional equipment and other supplies,
as a possible barrier for making activities in school. [1] Ho et al. underline the im-
portance that “economic support should not solely be derived from user fees, which
may be perceived by users as a loss of control and autonomy over their project. Prac-
titioners should seek economic support from a variety of sources as appropriate, in-
cluding user fees, corporate and community donations, and external grants.” [19]
Industry-school cooperation in makerspaces could be used to acquire the necessary
funds. It can also address another issue stated by Chen, Hoople et al. “What is consid-
ered ‘engineering expertise’ in academia may not align with what is considered exper-
tise in industry.” [5]
3.2 Maker culture, interdisciplinary and openness
Despite the obvious question of funding, the attention of previous work was con-
centrated on the maker culture which provides students communication, guidance,
and support. [36] Questioning, observation and giving instruction were identified by
Chu et al. as the main ways by which potential opportunities for learning happen.
According to their work the maker experience “amplified the likelihood of a particu-
lar behavior resulting in some form of learning.” [6] Another aspect of making pre-
sented in the literature is the trial and error process. “Failure, or something not work-
ing out as expected, is often a part of the development process” [28] and so an integral
part of making. Non-functioning artefacts are usually not intended in assessed student
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PaperDeveloping a Taxonomy Concerning Physical Existing Makerspaces in and Used by Schools
work and will probably be graded poorly still they are inevitable for an innovative
development process. Cornejo et. Al understand “ ’failure’ as something to be learned
from and […] an important step towards continuous improvement.”[8] These findings
suggest that evaluation and grading of students in makerspaces are also aspects to
consider when looking at makerspaces in educational contexts and its effects on dif-
ferent disciplines however not the focal point of this work. Ercan, Sale and Kristian
observed that “certain key features such as interdisciplinary, collaborative active and
experiential learning, and authentic assessment for learning develop the “engineering
as well as communication and teamwork skills of students […] significantly”.[11]
The scope of subjects introducing making activities is wide, even using a makerspace
for ocean technology education [27] was investigated. Another study found “that
students who use the space either for class projects or for their own personal projects
had significantly higher inmajor GPAs than students who did not use the space” [10].
So, the effect of making with regards to the students’ grades and academic success
was examined there. The fact that students say “I get to do things on my own” [16] in
formal education seems like an important learning motivation.
Fox described the making process in school makerspaces to involve “most struc-
ture and least agency” compared to other making environments [17], which seems to
be owed to the necessity of teachers to grade the students’ work. Ramey and Stevens
pronounce the makerspace a “creative scene”, where “education is cross-
organizational, inter-spatial and interdisciplinary. It breaks the closed boundaries in
order to truly realize the integration of innovation” [31] whereas Tomko et al. 2017
identify the flexibility and openness of makerspaces as keys “to how the students
make sense of their instrumental and relational value”. [25] There are several charac-
teristics of a makerspace that can be “open”, like the building space, the used soft-
and hardware, the accessibility, or the user group. The finding that “Knowledge crea-
tion and sharing spaces transcend organizational boundaries”[3] and the stated fact
that “Most activities could not be undertaken with the resources available to an indi-
vidual or when working alone” [29] give reason to think that opening makerspaces in
schools for divergent user groups including students and teachers as well as other
persons interested in making artefacts would be beneficial. Open makerspaces located
in schools show way to bring making into schools and tend to stimulate a very diverse
audience as “Digital fabrication technologies should foster curiosity, engagement and
motivation for learning among students of all ages.” [22] As “The Maker community
of practice is brought together by a common interest in Making, have a shared
knowledge in how to Make things, and regularly learn techniques from others in the
Maker community” [26] divergent agents in a makerspace enrich the making envi-
ronment with multiple ideas, techniques and knowledge and so the makerspaces “in-
crease the chance that makers will discover others with similar project interests” and
may be “leading to potential business partnerships when commercial opportunities
arise.” [3] These business opportunities are important assets for last year students in
vocational schools, high schools, and universities. The commercial aspect and the
openness are opposing qualities of makerspaces as identified by Langley et al. “It
seems that the presence of conditional sharing is important when one tries to further
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commercialize, while the presence of unconditional sharing is important to keep the
sharing and community spirit alive for attracting new participants.” [24]
3.3 The development trajectory of a school makerspace
The development trajectory of a school makerspaces according to Langley et al.
(see Fig. 1: Langley, Zirngiebl et al. 2017 - Trajectories to reconcile sharing.jpg [24] )
is clearly the path of the so called “Dependent social idealist” as no commercial as-
pects are included whereas the open makerspace located in schools could also take the
turn and become a “Social enterprise” which would be preferable, because the mak-
erspace would not stress school budget. Unfortunately, the literature used in this re-
search did not present any open makerspaces located in schools so far. The only open
makerspaces in educational facilities were installed in numerous universities in the
last couple of years. [2, 10, 25, 27, 31, 33, 36] The funding of these makerspace did
not present itself in the used literature.
Fig. 1. Development trajectories of maker initiatives in terms of commercialization logics
according to Langley, Zirngiebl et al. [24]
4 Study Limitations
Makerspaces in schools as well as maker education are relatively new fields of sci-
entific research as the earliest relevant article in the considered literature dates to
2014. The number of articles on makerspaces and schools peaked to 12 per year in
2017 (compare to Fig. 2: Number of articles on makerspaces and schools). According
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PaperDeveloping a Taxonomy Concerning Physical Existing Makerspaces in and Used by Schools
to these numbers there are five possible conclusions: (i) Makerspaces in and used by
schools are very rare; (ii) Makerspaces in and used by schools are rarely the subject of
scientific research; (iii) Makerspaces in and used by schools are a relatively new field
of research and so their appearance in the literature is delayed to their appearance (iv)
The literature on ScienceDirect and IEEE is not representative and other databases
should be considered as well as follow up literature; (v) Any combination of the
above.
Fig. 2. Number of articles on makerspaces and schools
Further limitation to the literature were the publication language English and the
demand of being reviewed. These requirements might not cover papers and reports
written by primary, secondary, and vocational teachers or educational staff in differ-
ent counties with diverse native languages.
5 Conclusion
Lande and Jordan predicted in 2014 that “the learning-focused use of making and
tinkering” [26] may come forward in science and engineering classes. What they did
not know, is that making did not limit itself on these subjects. In this research a lot of
examples of using making activities were presented in very different fields as they
offer “different perspective in the learning process, as it gives learners the opportunity
to have control over their own knowledge, instead of being passive recipients.” [30]
Even though makerspaces in and used by schools are a relatively new development,
the research already presents some valuable data (compare Figure 2: Number of arti-
cles on makerspaces and schools) on the infrastructure, which we used to deduce a
taxonomy concerning physical existing makerspaces in and used by schools (see
0
2
4
6
8
10
12
14
2014 2015 2016 2017 2018 until 6/2019
Number
Year
Number of articles on
makerspaces and schools
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PaperDeveloping a Taxonomy Concerning Physical Existing Makerspaces in and Used by Schools
Table 1). Four main categories were identified: External makerspaces, school mak-
erspaces, open makerspaces located in schools, and temporary (Pop-up) makerspaces.
According to the research questions the taxonomy examines infrastructure, financial
structure, and organizational structure of makerspaces in and used by schools featur-
ing location, responsibility, funding, instructors, users, time restrictions, and activi-
ties. This research also shows the diversity of making in schools and its interdiscipli-
narity. The openness of a makerspace seems to be an important factor for informal
knowledge transfer and potential (business) partnerships enriching the school envi-
ronment. To operate a makerspace in school as a “Social enterprise” [24] is identified
to be preferable (as discussed in 3.3 The development trajectory of a school mak-
erspace). Therefore, especially the category of open makerspaces located in schools
seems in need of further research.
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7 Authors
Nanna Nora Sagbauer is a Ph.D. student at the doctoral school of Computer Sci-
ence at Graz University of Technology. She is researching the field of makerspaces
for educational purposes. Additionally, she teaches electrical engineering at the Tech-
nical Collage Hollabrunn.
Martin Ebner is the head of Department Educational Technology at Graz Univer-
sity of Technology and therefore responsible for all university wide e-learning activi-
ties. He holds an Adjunct Prof. on media informatics (research area: educational tech-
nology) and his research focuses strongly on seamless learning, learning analytics,
open educational resources, maker education and computer science for children. More
info see: http://martinebner.at
Article submitted 2020-07-14. Resubmitted 2020-11-25. Final acceptance 2020-12-23. Final version
published as submitted by the authors.
68
http://www.i-jep.org
Chapter
Common artists, crafters, artisans, and DIY (do-it-yourself) makers need spaces to explore their inspirations and creativity and to advance their making skills. They need a place to set up their equipment. They need a physical location to store their supplies and reference materials and incomplete works. They may need a virtual space to create, too, to harness the power of computation. They need a market for their goods. They need a community, in the real and the virtual, for emotional support, ideas, and camaraderie. There is little known in the way of how these at-home making spaces may be set up for the best outcomes, broadest ranges of possibilities, and ultimate creativity, but it is thought that some insights from professional maker spaces and the academic literature may inform on this challenge. This exploratory work offers some initial ideas from the literature review and applied action research in an auto-ethnographic case.
Thesis
Full-text available
This dissertation explores the role of makerspaces in formal education, with a focus on technical education at the upper secondary level in Austria. Given the increasing importance of empowering educational institutions to foster 21st century skills and diversifying technical education in Austria to address the lack of technicians and engineers, this research is of great relevance as makerspaces in education empower both. The research questions explore the significance of makerspaces for (technical) secondary education and the process of establishing a makerspace in an (Austrian) secondary school. The conceptual framework is based on a comprehensive literature review that provides an overview of the Austrian education system with a focus on formal technical education and the gender gap on the technical secondary level. In addition, makification, makerspaces, and their importance for enhancing education are discussed. An extensive case study combined with quantitative data explores the development of an open makerspace at HTL Hollabrunn, a technical secondary school in Lower Austria. The findings provide insights into the successful utilization of a makerspace to enhance technical education, and support youth development, and diversification. Finally, the conclusions emphasize the significance of makerspaces for secondary education and provide a guide for the implementation of a makerspace in school.
Article
Full-text available
Im vorliegenden Beitrag wird der These nachgegangen, dass die Definition und die praktische Umsetzung von Maker Education im schulischen Kontext durch die Schulkultur der Einzelschule wesentlich mitgeprägt wird und dies zu unterschiedlichen Ausprägungen von Making führt. Dazu wurden nicht-standardisierte Interviews mit jeweils einem Lehrer und einer Person aus der Schulleitung einer Gesamtschule in einer sozialräumlich deprivierten Lage geführt. Die Daten wurden mit der rekonstruktiv-interpretativen Grounded Theory Methodology analysiert. Dabei wurde die Schulkulturtheorie zur theoretischen Sensibilisierung genutzt. In der Fallrekonstruktion zeigt sich, dass bestimmte Aspekte der imaginären Anspruchskultur der Maker Education wie individualisiertes und selbstbestimmtes Lernen nur unzureichend auf wesentliche Strukturprobleme der Schule bezogen werden können. Seitens des Lehrers führt dies zu einer ambivalenten Positionierung gegenüber dem Postulat des selbstbestimmten Lernens. Zudem ist in diesem Fall eine Stigmatisierung der Schule und des Stadtteils als mögliches Hindernis für gelingendes Lernen zu berücksichtigen. Das integrativ ausgerichtete pädagogische Leitbild des Praktischen Lernens nimmt Bezug auf dieses Anerkennungsdefizit sowie Disziplinierungsprobleme. Eine Anschlussfähigkeit des imaginären Entwurfs der Maker Education an das dominante schulkulturelle Deutungsmuster (den «Schulmythos») des Praktischen Lernens konnte festgestellt werden.
Book
Il volume mira a delineare un background teorico relativo alla Maker Culture e agli scenari emergenti nell’ambito delle tecnologie per l’educazione nell’era post digitale. Sono trattate le tematiche relative alla nascita e alle peculiarità del Maker Movement e della Maker Education e la loro diffusione nel panorama nazionale e internazionale tramite le varie tipologie di makerspace e iniziative avviate; la nascita e l’espansione della STE(A)M Education, in stretta connessione con la prima per intenti e rilevanza; il concetto di post-digitale; il contributo delle low e high technologies, con particolare attenzione alla robotica educativa; l’apporto della digital fabrication, della stampa 3D e della Virtual e Augmented Reality, ripercorrendo la loro evoluzione e i loro tratti distintivi per cogliere le potenzialità offerte nel contesto scolastico. A partire da tale background, si presenteranno alcune esperienze e studi di caso basati sulla Maker Education e condotti a livello internazionale, per poi descrivere un progetto pilota sperimentato recentemente in Italia e volto ad integrare l’approccio Maker nel curricolo scolastico di scuola primaria e secondaria di primo grado. Il lavoro si propone di porre in evidenza luci e ombre, potenzialità e sfide di un approccio innovativo e “trasformativo” della didattica tradizionale, individuando nuove piste di lavoro nella ricerca in ambito educativo e proponendo, al contempo, future direzioni da perseguire ed indagare.
Thesis
I sistemi educativi si trovano oggi a dialogare con gli elementi di complessità derivanti dalle rapide trasformazioni della società contemporanea. L’occupabilità e le competenze professionali sono notevolmente evolute dall’inizio del XXI secolo, con un’enfasi sulla creatività, il design e i processi ingegneristici. Il post-digitale si è immerso nel processo pedagogico, rompendo i confini dell’insegnamento e dell’apprendimento formale e informale e configurandosi come una delle grandi sfide del panorama educativo attuale. Tale scenario impone un ripensamento dei percorsi di insegnamento e apprendimento, privilegiando da un lato una progettazione flessibile e dall’altro una didattica per competenze, orientata a compiti situati, aperti e autentici, che integri efficacemente le tecnologie andando a colmare la distanza tra vita reale e proposte didattiche tradizionali. La natura aperta, collaborativa e sperimentale dei compiti si configura come elemento caratterizzante della Maker Education, in cui i discenti, nella veste di makers, costruiscono in modo attivo ed esperienziale le proprie conoscenze attraverso attività pratiche che combinano le abilità manuali con l’esercizio di competenze digitali. Tale approccio educativo viene infatti considerato come un’estensione tecnologica dell’attivismo, in grado di veicolare lo sviluppo delle competenze STEAM e del XXI secolo, implementando i principi dell’apprendimento project-based e hands-on e promuovendo un processo di progettazione partecipata fortemente “enattivo”. Il presente testo mira a delineare un background teorico relativo alla Maker Culture e agli scenari emergenti nell’ambito della tecnologia per l’educazione, per illustrare poi un piano di sperimentazione messo a punto a partire da tali esigenze e basi teoriche. Il progetto pilota, svoltosi nell’ambito del dottorato di ricerca tra il gennaio del 2021 e l’aprile del 2022, si configura come una proposta di integrazione delle attività making nella didattica curricolare della scuola primaria e secondaria di primo grado al fine di rilevarne l’impatto su attitude verso le STEM e le abilità del XXI secolo degli studenti (Q1) e su autoefficacia scolastica percepita (Q2). Esso è stato in gran parte sviluppato durante il periodo di emergenza sanitaria Covid-19 e risulta suddiviso in due parti, coinvolgendo 53 studenti e cinque insegnanti in un percorso verticale orientato a pratiche laboratoriali e collaborative secondo un approccio multidisciplinare e longitudinale. A tal fine, abbiamo proposto sfide autentiche legate ai temi dell’Agenda 2030, volte a richiamare i contenuti curricolari e i contesti di vita degli alunni e a stimolare lo sviluppo delle competenze. Abbiamo inoltre scelto di adottare la Design-Based Implementation Research come principale metodologia di riferimento e di privilegiare una forma di valutazione as learning, rendendo gli studenti partecipi del processo valutativo. La valutazione del progetto è stata perseguita mediante l’utilizzo di strumenti quantitativi e qualitativi. Abbiamo infatti selezionato due questionari validati volti ad indagare le variabili sopra citate, da somministrare ad inizio e conclusione delle due fasi di progetto. Nel corso di ogni incontro, gli studenti hanno inoltre compilato dei diari di bordo con autovalutazioni e sulla base di questi ultimi è stata co-progettata con i docenti una rubric valutativa. Infine, al termine della prima parte, i docenti sono stati coinvolti in un focus group. Il progetto ci ha consentito di impattare sulle life skills degli studenti, sollecitando le tre aree interconnesse di competenza delineate nell’European Framework “LifeComp” del 2020 e quelle descritte dal World Economic Forum nel 2015. Nei vari confronti pre-post, le abilità del XXI secolo hanno ottenuto i punteggi più elevati rispetto alle aree STEM indagate dal Q1. Se nei pre-post delle due parti notiamo uno sviluppo più consistente delle abilità legate alla sfera interpersonale, dal confronto più esteso emerge un rilevante incremento anche di quelle legate alla sfera personale. Le aree di miglioramento costanti sono riferibili alle abilità organizzative e di leadership, come confermato dagli esiti del Q2 sulle abilità per l’apprendimento autoregolato. Rispetto all’attitude verso le discipline STEM, gli studenti hanno mostrato una propensione più marcata per i campi dell’ingegneria e della tecnologia. Tuttavia, in tutti i confronti emerge un’attitude elevata verso le prospettive di miglioramento dell’andamento disciplinare nell’ambito matematico-scientifico e un progressivo sviluppo degli item relativi all’uso avanzato delle discipline in un futuro impiego. Infine, gli alunni hanno accresciuto anche la loro autoefficacia percepita verso le discipline scolastiche non attinenti all’ambito STEM. I diari di bordo hanno posto ulteriore enfasi sullo sviluppo delle life skills degli studenti. In entrambe le parti del progetto, gli studenti mostrano dei buoni o ottimi livelli di autoefficacia rispetto al lavorare bene in gruppo, comunicare con chiarezza le proprie idee e controllare le emozioni nel confronto con gli altri. Rispetto all’intero percorso, i punteggi medi più elevati si riscontrano per l’utilizzo efficace di strumenti e informazioni e la capacità di lavorare bene in gruppo. Gli alunni hanno mostrato una consapevolezza sempre maggiore dei loro limiti e dei loro traguardi, ponendo il focus principalmente sulle proprie capacità relazionali, a conferma dell’impronta fortemente sociale delle attività making, ma anche su aspetti legati alla sfera personale e a quella dell’imparare ad imparare. La maggioranza dei propositi di miglioramento avanzati verteva infatti sulle dinamiche comunicative e collaborative all’interno del gruppo, oltre che sulla gestione delle risorse e dei tempi. Molte di queste osservazioni coincidono con quelle riferite dalle insegnanti in occasione del focus group, risultate estremamente preziose per una rimodulazione del percorso nell’ottica di una maggiore funzionalità e sostenibilità. L’impatto positivo su autoefficacia e self-confidence degli studenti può ricondursi primariamente alla possibilità di assumere il ruolo di agenti attivi, incorporando i propri interessi e repertori di pratica e consolidando la tendenza al cosiddetto authorship learning. La tecnologia si è rivelata un prezioso strumento per apprendere numerosi concetti curricolari, ma soprattutto per consentire agli studenti di lavorare sulla loro creatività e sulla capacità di progettare, costruire, collaborare e rivedere. Inoltre, il collegamento diretto con problemi reali e la possibilità di ipotizzare, anticipare possibili scenari, testare e riformulare hanno fornito un forte stimolo per le competenze di problem-solving e problem-posing e la costruzione di nuovi significati. Ciò ha a sua volta favorito il coinvolgimento dei giovani alunni in un apprendimento più profondo delle STEM e un accesso “facilitato” e alternativo alla conoscenza scientifica. Molti dei vantaggi educativi ricondotti all’approccio Maker hanno dunque trovato riscontro positivo negli esiti del progetto. Gli spazi maker si sono rivelati ambienti di apprendimento generativi di competenze, di nuove modalità di inclusione e di opportunità di innovazione scolastica. Le esperienze raccolte e il progetto pilota si pongono l’obiettivo di avviare un processo di ripensamento e di riflessione sulle correnti pratiche educative, che appaiono ancora troppo spesso ancorate a schemi tradizionali poco conformi alla società attuale, caratterizzata da rapidi mutamenti e complessità. Il fine ultimo è indubbiamente quello di porre in evidenza luci e ombre, potenzialità e sfide di un approccio innovativo e “trasformativo” della didattica tradizionale, segnando un passo avanti nella ricerca in ambito educativo e individuando al contempo future direzioni da perseguire ed indagare.
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